Introduction Mitchell, Chapter 1 CptS 570 Machine Learning School - - PowerPoint PPT Presentation

introduction mitchell chapter 1 cpts 570 machine learning
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Introduction Mitchell, Chapter 1 CptS 570 Machine Learning School - - PowerPoint PPT Presentation

Introduction Mitchell, Chapter 1 CptS 570 Machine Learning School of EECS Washington State University Outline Why machine learning Some examples Relevant disciplines What is a well-defined learning problem Learning to play


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Introduction Mitchell, Chapter 1

CptS 570 Machine Learning School of EECS Washington State University

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Outline

Why machine learning Some examples Relevant disciplines What is a well-defined learning problem Learning to play checkers Machine learning issues Best computer checkers player

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Why Machine Learning?

  • New kind of capability for computers
  • Database mining

Medical records medical knowledge

  • Self customizing programs

Learning junk mail filter

  • Applications we can't program by hand

Autonomous driving Speech recognition

  • Understand human learning and teaching
  • Time is right
  • Recent progress in algorithms and theory
  • Growing flood of online data
  • Computational power is available
  • Budding industry
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Example: Rule and Decision Tree Learning

Data: Learned rule:

If No previous vaginal delivery, and Abnormal 2nd Trimester Ultrasound, and Malpresentation at admission, and No Elective C-Section Then Probability of Emergency C-Section is 0.6 Over training data: 26/41 = .634 Over test data: 12/20 = .600

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Example: Neural Network Learning

ALVINN (Autonomous Land Vehicle In a

Neural Network) drives 70 mph on highways

www.ri.cmu.edu/projects/project_160.html

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Relevant Disciplines

Artificial intelligence Bayesian methods Computational complexity theory Control theory Information theory Philosophy Psychology and neurobiology Statistics

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What is the Learning Problem?

Learning = Improving with

experience at some task

Improve over task T, with respect to performance measure P, based on experience E.

E.g., Learn to play checkers

T: Play checkers P: % of games won in world

tournament

E: opportunity to play against self

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Learning to Play Checkers

T: Play checkers P: Percent of games won in world

tournament

What experience? What exactly should be learned? How shall it be represented? What specific algorithm to learn it?

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Type of Training Experience

Direct or indirect? Teacher or not? Problem

Is training experience representative of

performance goal?

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Choose the Target Function

ChooseMove : Board Move ?? V : Board

??

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Possible Definition for Target Function V

If b is a final board state that is won, then V(b) = 100 If b is a final board state that is lost, then V(b) = -100 If b is a final board state that is a draw, then V(b) = 0 If b is not a final state in the game, then V(b) = V(b’),

where b’ is the best final board state that can be achieved starting from b and playing optimally until the end of the game

This gives correct values, but is not operational

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Choose Representation for Target Function

Collection of rules? Neural network? Polynomial function of board features? …

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A Representation for Learned Function

bp(b): number of black pieces on board b Rp(b): number of red pieces on b bk(b): number of black kings on b rk(b): number of red kings on b bt(b): number of red pieces threatened by black (i.e.,

which can be taken on black's next turn)

rt(b): number of black pieces threatened by red

) ( ) ( ) ( ) ( ) ( ) ( ) ( ˆ

6 5 4 3 2 1

b rt w b bt w b rk w b bk w b rp w b bp w w b V ⋅ + ⋅ + ⋅ + ⋅ + ⋅ + ⋅ + =

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Obtaining Training Examples

V(b): the true target function

  • (b): the learned function

Vtrain(b): the training value

One rule for estimating training values:

Vtrain(b)

(Successor(b)) V ˆ

V ˆ

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Choose Weight Tuning Rule

LMS Weight update rule:

Do repeatedly:

Select a training example b at random

  • 1. Compute error(b):
  • 2. For each board feature fi, update weight wi:

c is some small constant, say 0.5, to

moderate the rate of learning

) ( ˆ ) ( ) ( b V b V b error

train

− =

) (b error f c w w

i i i

⋅ ⋅ + ←

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Design Choices

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Machine Learning Issues

What algorithms can approximate functions well (and

when)?

How does number of training examples influence

accuracy?

How does complexity of hypothesis representation

impact it?

How does noisy data influence accuracy? What are the theoretical limits of learnability? How can prior knowledge of learner help? What clues can we get from biological learning

systems?

How can systems alter their own representations?

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Best Computer Checkers Player

Reigning champion: Chinook (1996)

www.cs.ualberta.ca/~chinook Search

Parallel alpha-beta

Evaluation function

Linear combination of ~20 weighted features Weights hand-tuned (learning ineffective)

End-game database Opening book database

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Checkers is Solved

Chinook team weakly solves checkers (2007)

Ultra-weakly solved

Perfect play result is known, but not a strategy for achieving

the result

Weakly solved

Both the result and a strategy for achieving the result from the

start of the game are known

Strongly solved

Result computed for all possible game positions

Computational proof

End-game database for all ≤10 piece boards Provably-correct search from start to ≤10-piece board

Result: Perfect checkers play results in a draw